Ogre version 1.7.1 contains the terrain example and uses PSSM + lissms.
Today, I tried to place character's Sinbad model on the terrain, but the model material itself does not support PSSM.
After reading the implementation of the terrain example, it is found that when it transfers PSSM demarcation point data to the shader, it uses the method of cloning the template material, and then sets diffusemap and PSSM demarcation points, quite speechless ....
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- Materialptr ret = materialmanager: getsingleton (). getbyname (matname );
- Materialptr basemat = materialmanager: getsingleton (). getbyname ("Ogre/shadow/depth/integrated/PSSM ");
- Ret = basemat-> clone (matname );
- Pass * P = ret-> gettechnique (0)-> getpass (0 );
- P-> gettextureunitstate ("diffuse")-> settexturename (texturename );
- Vector4 splitpoints;
- ConstPssmshadowcamerasetup: splitpointlist & splitpointlist =
- Static_cast<Pssmshadowcamerasetup *> (mpssmsetup. Get ()-> getsplitpoints ();
- For(IntI = 0; I <3; ++ I)
- {
- Splitpoints [I] = splitpointlist [I];
- }
- P-> getfragmentprogramparameters ()-> setnamedconstant ("pssmsplitpoints", splitpoints );
Materialptr ret = materialmanager: getsingleton (). getbyname (matname); <br/> materialptr basemat = materialmanager: getsingleton (). getbyname ("Ogre/shadow/depth/integrated/PSSM"); <br/> ret = basemat-> clone (matname ); <br/> Pass * P = ret-> gettechnique (0)-> getpass (0); <br/> P-> gettextureunitstate ("diffuse ") -> settexturename (texturename); <br/> vector4 splitpoints; <br/> const attributes: splitpointlist & splitpointlist = <br/> static_cast <comment *> (mpssmsetup. get ()-> getsplitpoints (); <br/> for (INT I = 0; I <3; ++ I) <br/>{< br/> splitpoints [I] = splitpointlist [I]; <br/>}< br/> P-> getfragmentprogramparameters () -> setnamedconstant ("pssmsplitpoints", splitpoints );
If there are hundreds of objects with different textures, You have to manually set diffusemap and PSSM demarcation points for each object in the Code. The former can be overwritten by inheritance in the material script, the latter actually uses the same data in the entire scenario. Fortunately, shared_params is added to ogre, so that multiple shader can share the same parameter. You can set it only once in the code.
Modified FP:
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- Shared_params pssm_params
- {
- Shared_param_named pssmsplitpoints float4
- }
- Fragment_program ogre/shadow/receiver/depth/pssm3/FP CG
- {
- Source depthshadowobject. CG
- Profiles ps_2_x arbfp1
- Entry_point main_fp
- Compile_arguments-dshadowcaster = 0-ddepth_shadowcaster = 0-ddepth_shadowreceiver = 1
- Default_params
- {
- Param_named_auto materialambient derived_ambient_light_colour
- // Shadow samplers are indexes 1/2/3
- Param_named_auto inverseshadowmapsize0 inverse_texture_size 1
- Param_named_auto inverseshadowmapsize1 inverse_texture_size 2
- Param_named_auto inverseshadowmapsize2 inverse_texture_size 3
- // Set this manually!
- // Param_named pssmsplitpoints 0 0 0
- Shared_params_ref pssm_params
- }
- }
Shared_params pssm_params <br/>{< br/> paipssmsplitpoints float4 <br/>}< br/> fragment_program ogre/shadow/receiver/depth/pssm3/fp cg <br/> {<br/> source depthshadowobject. CG <br/> profiles ps_2_x arbfp1 <br/> entry_point main_fp <br/> compile_arguments-dshadowcaster = 0-Snapshot = 0-Snapshot = 1 <br/> default_params <br/> {<br/> param_named_auto materialambient derived _ Ambient_light_colour <br/> // shadow samplers are indexes 1/2/3 <br/> param_named_auto scaling limit 1 <br/> param_named_auto scaling limit 2 <br/> param_named_auto limit 3 <br/> // set this manually! <Br/> // param_named pssmsplitpoints 0 0 0 <br/> shared_params_ref pssm_params <br/>}< br/>}
C ++:
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- Vector4 splitpoints;
- ConstPssmshadowcamerasetup: splitpointlist & splitpointlist =
- Static_cast<Pssmshadowcamerasetup *> (mpssmsetup. Get ()-> getsplitpoints ();
- For(IntI = 0; I <3; ++ I)
- {
- Splitpoints [I] = splitpointlist [I];
- }
- Gpusharedparametersptr P = gpuprogrammanager: getsingleton (). getsharedparameters ("pssm_params ");
- P-> setnamedconstant ("pssmsplitpoints", splitpoints );
Vector4 splitpoints; <br/> const pssmshadowcamerasetup: splitpointlist & splitpointlist = <br/> static_cast <pssmshadowcamerasetup *> (mpssmsetup. get ()-> getsplitpoints (); <br/> for (INT I = 0; I <3; ++ I) <br/>{< br/> splitpoints [I] = splitpointlist [I]; <br/>}< br/> gpusharedparametersptr P = gpuprogrammanager: getsingleton (). getsharedparameters ("pssm_params"); <br/> P-> setnamedconstant ("pssmsplitpoints", splitpoints );
Http://blog.csdn.net/cometeor/archive/2010/06/09/5657168.aspx